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TD

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Everything posted by TD

  1. Is anyone still alive here? Does anyone still play this slow behemoth of a character? o.0
  2. Seems hype. Hopefully they don't intentionally make the game broken like its predecessor.
  3. I don't see why other characters can't return. There's still plenty of material for characters such as litchi, bang, tao, kokonoe, tager, kagura etc etc. to play minor roles, maybe they'll even "age gracefully" and provide more fanservice, idk. With how many years these characters have been around there are bound to be fans interested in a "life after bb" even if it's 20 years later. But maybe not, who knows. Likewise I don't see a reason for Rachel to play a part in a future BB with the world not in danger and ragna MIA, thoughts on that?
  4. Can practice blocking overheads as CPU will often attemp either an overhead or throw when in range. This is for lv 100 though. Lesser level CPU may be too dumb to be of any real use
  5. As said, it's going to be really hard re-adding certain characters especially the main heroes and villans. I mean it is definitely not impossible. Like, at all. but they'd have a ton of 'splaining to do, and well, they probably wouldnt do so great a job at it. I'm just in agreeance that it'd probably be wise to keep the money-makers (protaganists) in the next game, if there is one; and if there is, everyone just needs to be prepared for a slightly bullshit explanation, which I personally wouldn't care about
  6. A combo I try to go for standing mid screen, inspired by fumi's abare. If this route is being put to good use already, then my bad. midscreen standjng (dash ja) 5a 5c 6c 236d 214a 4a 5c 6c jd land 6c sj air ender standing, this combo will always give you a back slotted kunzite, and a level 2/3 spell (if you want level 2 for whatever reason, you do 1 normal as the air ended and then j214a) any combo that freezes the foe early with you close to them leads into this, but what you do after 214a changes because these combos tend to extend a little later than the above. for example kunzite hits while you're above the opponent. (kunzite hits) descending ja land 9 delay jd descending late ja 5c 6c 236d 214a 4a/c 6a Jc j214a for two kunzites at the end this sort of play is optimal with nine. Any time you can get two good spells in a combo, and corner push and possibly oki, you're golden. ( note these combos always end with air 214a, so not real oki. But two kunzites...!)
  7. She has so many different ways to reset pressure... really digging 5a 2a strings, they are close enough for 2c jump cancel which can lead into here 50/50. having success using 2d, projectiles, 214b and 214, and charging special with rapid to continue pressure. frame traps are strong with this one. in neutral once she gets 50 meter she can become quite scary with projectile super and even her pressure becomes more dangerous up close, and she gains additional frame traps and ways to reset pressure. I really like this character and her flow. And the colors...!
  8. Just want to say thanks for your work.
  9. I've found that with this method it works but overall it may affect your thinking in games. If you're doing your combos on autopilot, you might end up playing on autopilot as well, which is much worse than mashing combos.
  10. Maybe the alias itself has some significance when it comes to terumi, and as stated he's probably using some latent form of the older clan's powers or something involving their energy. or it's just rubbish. If the latter, the devs had better get to explaining themselves out of this one.
  11. Fun character is fun. That dash is a commitment, looks like we have to know where we are going already, no waiting to react to if the foe reacts to the first teleport. she feels fluid and very easy until it gets to the block strings and spells. Boy is there a lot to learn even after eating months of videos. currently experimenting with her random spells super in combos, since it scales pretty good and can combo from several of the level 3 spells
  12. What in the 9 hells is going on in here
  13. The more important questions are why is this bothering you and who's opinion do you think you're gonna change. there are plenty of knuckleheads. While I do believe in talking to many and only reaching one who will change, this isn't really the case here. Trolls will be trolls. It's like killing one cockroach and expecting the infestation to end. have fun, screw the haters. Thicker skin. Etc
  14. Wow is that super involving shawl at the end blockable?!
  15. Jc launches too with 5d but that's it aside the whole barrel lotus bit
  16. Microdashing after jb for one. ...jb 665b 6a etc. or, just use an extra wind. ...jb 5bd 6a etc.
  17. Actually her combos are very accessible now. In the sense that newcomers and vets alike may not have to have great execution to play her, on top of her combos being very wind friendly now which mean on successful burst she will probably just lose 1 wind for the trouble and the opponent is basically forced to always burst early in combos. If not she may end up gaining her advantage through damage. generally she's either using 0, 1 or 3-4 winds to do damage in cf. 0 wind from hitconfirms with sword iris be it the bats or poles, mid screen or corner; 1 wind for air conversions and ground conversions without any items, mid or corner; and 3-4 wind in ivy blossom combos, corner only. All of them are pretty simple. Combos using 3-4 winds don't use them instantly so waiting for her to use all her wind in a combo is going to grant her most of the bnb's combo damage anyway, minus the ender. any combo in the corner using 2 or more wind is costing them at least 3k health before bbl + blossom ender. getting the right launcher can even let her add 1 extra blossom into a combo now. With 50 meter and enough wind, 3 ivy blossom in combos alone is unscaled 1800 damage, bringing her damage into the 5k range with oki and a wind regained, assuming no burst. she can even do these ivy combos from fast starters such as 2a, bringing damage to low-mid 3k range with or without heat. Ivy blossom might only have one purpose, but it serves that purpose so well. It's like the best combo fodder in the game. should we move to the other thread? Up to you boss man. I don't mind.
  18. No you don't sound bitter lol. Oh she is definitely getting nerfed. She gets way rewarded now from a successful mixup and it's already far too good for the reward. She's getting like ct damage in the corner on top of confirms anywhere being so easy and cost efficient and bats being godlike. 5k for jb starter with 50 heat and 4 wind and you're getting 1 back on top of many of her combos only need 0 or 1 wind. So she's consistent and deadly. and to think I was a naysayer for her ivy blossom, shit is broken lol
  19. They can always do a Timeline Intervention(TM)... For... You know... Relevant plot twists Lol should change that to Intervention from the Will of God
  20. Feel like Jin is gonna die. Not sure why though :s
  21. Wow, Rachel's damage in the corner... I fear it may be too high. im starting to feel the devs overcompensated for the loss of pumpkin. She is way strong
  22. I'm sure Rachel has a spare pair in her closet
  23. Yes. its possible to instant block and dp her 5b ja even when done quickly. Mashing shouldn't be possible though
  24. You could be too far from the foe. Generally if you're using 6b it's going to be difficult to hit with that overhead. From point blank jb has to be delayed on everyone minus tager and hakumen. On everyone else ja should be fine. And you're doing 9 j2d ja as a quick, fluid motion?
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